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    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    I seem to be having a much more difficult time with this then I was hoping. Do you need to repatch when you add a mod?

    EDIT: Seems to be Nandonalt's WallClock causing me trouble. Hmm >_>
    Posted in: Resource Packs
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    posted a message on [REQ] wolf
    Quote from Shaf t_this »
    can any modders make mutiple breeds and ablite to but armor on them they can keep all the credit for idea

    Wrong forum my friend. Try Requests.
    Posted in: Minecraft Mods
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    posted a message on Yiab's Mods (Now with more Vanilla Storage!)
    Awesome. Although I just finished throwing my blocks into the lava ^_^' Oh well, not a big deal.

    Quote from thatsme1133 »
    the tutorial on the mc mod center, i dont get it. am i supposed to do some programing myself, or just upload the files i downloaded to the minecraft.jar? and i cant find the "terraformer.properties". could i PLEASE get some help??

    You use very basic programming, added in the terraformer.prop file, which is (should be) created on first run.You install the mod normally, as with any other mod, the prop file is outside, in the .minecraft folder. In the .prop file you define the kind of block it is.
    Posted in: Minecraft Mods
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    posted a message on Yiab's Mods (Now with more Vanilla Storage!)
    So, it's updated then? I can't seem to find it on MC Mod Center.
    Posted in: Minecraft Mods
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    posted a message on Mods wont work
    Quote from Lord_Rump »
    Okay, so I got Minecraft 3 days ago, and when I got it I tried to download the Mo' Creatures mod, which requires ModLoader. I followed all the instructions for ModLoader, but when I opened up Minecraft I would type in my username and password like usual, but then the game would stop working at the screen where it says "Minecraft" at the top and the green loading bar under it. The bar says "Done Loading" but it just stays on that screen. Is there something I am doing wrong? I copied all the .class files into the folder, deleted the META-INF folder, but it still wont work. I'm running Mac OS X 10.5.8 (Never got around to buying 10.6). Any help would be greatly appreciated.

    Oh and I'm new to the whole Forum things so if I put this in the wrong place, I apologize in advance.

    Mo' Creatures also requires GUI API and Audio Mod. Not sure if those would affect the start up though, but try none the less.

    Also, if you haven't already, make sure to put the other stuff in their correct folders, and not in the jar.
    Posted in: Mods Discussion
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    posted a message on Does this kind of lighting mod exist?
    Quote from Backfat »
    Quote from MaceInTheFace »
    There is a mod that makes every block produce a light level of 10. It's one of Shockah's mods.


    It's a good idea, but it didn't work for me. I tried on 3 clean installs, with both modloader 4 and 5 + more ID blocks. Minecraft loaded everytime until I added the light mod, just gave me a black screen.

    I found a mod that makes trees ores and water light up, to a given property but it's only limited to those. Would be cool if there were properties to set for every block, or at least the standard blocks used in building.

    http://mcmodcenter.net/infusions/pro_do ... hp?did=159


    Quote from ashtheking »
    Well if you are a modder, you can change the amount of light that lightstone gives of in the class Block (minecraft coder pack)

    I don't know about how to make it go through things, so I would say texture pack would be your best bet.



    I wish I knew how to create mods heh.. The mod I mentioned above probably isn't too hard to finagle in, I just don't know how to do it.

    Did you delete the Meta-INF folder? And that seems a bit much in the way of modern lighting, as ABSOLUTLY EVERYTHING will be bright. But if that's what your shooting for...'
    It's not for 1.3. If your looking for an actual modern type lighting, I'm sure someone could actually make a mod for it if you've got any ideas. Like me <.<
    Posted in: Mods Discussion
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    posted a message on [1.5_01][NEW 5/15] More Slabs/Side Slabs - Valas Mods
    Woo, finally some posts >_>
    Quote from XRanackX »
    hey valas...
    I don't now if you have seen our mod " MoreCraft ", but its the same mod like yours, it does'nt uses Block IDs and it was released earlier then yours...
    I only want you to now that :biggrin.gif:

    Good Mod

    Yes, I've found that out after :happy.gif: And more so some of the other mods I was doing are also in yours. So, that's rather a bother. I guess mine will be off put by yours then, so I may not update it when it comes time. Unless other people happen to want me to.
    Posted in: Minecraft Mods
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    posted a message on [1.5_01][NEW 5/15] More Slabs/Side Slabs - Valas Mods
    Quote from spikeof2010 »
    WTF is the last one on the right?

    It's a custom one. It's supposed to be like hardened lava. Hurts you, makes light. It looked cool when I was making it.
    Posted in: Minecraft Mods
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    posted a message on [1.5_01][NEW 5/15] More Slabs/Side Slabs - Valas Mods
    Bump. 4th page huh ^_^' Now you can use MoreID's with this, so no problems there.
    Posted in: Minecraft Mods
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    posted a message on [1.5_01][NEW 5/15] More Slabs/Side Slabs - Valas Mods
    Quote from Coupon22 »
    Why isn't the mossy one:
    3 mossy in a row?

    It is. I just added two recipes, in case someone doesn't have any mossy cobblestone.
    Posted in: Minecraft Mods
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    posted a message on [1.5_01][NEW 5/15] More Slabs/Side Slabs - Valas Mods
    More Half Steps/Slabs for 1.5_01


    This mod adds 21 New Half steps, or slabs to Minecraft, aswell as allowing the placement of vertical and top slabs.

    The available materials are:
    Gravel, Sand, Brick, Snow
    Obsidian, Mossy Cobblestone
    Steel/Iron, Gold, Diamond
    Netherrack/Bloodstone
    Dirt (Sorry, no grass)
    Cloth (White only, sorry)
    Bookshelf
    Logs NEW! Now Covers all 3 wood types!
    Lapis Lazuli, Glass, Bedrock, Slow Sand

    Download: Link Removed
    1.4_01: Link Removed


    Recipes
    As with the normal slabs, you can make a new slab with 3 blocks across of any given material:
    [] [] []
    [] [] []
    :Notch: :Notch: :Notch:
    Where :Notch: = Material

    There are some exceptions to this rule; 3 slabs have different recipes:
    Mossy Cobblestone -A Mossy Cobblestone slab can be made by either the above, normal recipe, or as
    :cobblestone: :Portabella: :cobblestone: (Cobblestone | Brown Mushroom | Cobblestone)

    Bedrock - Seeing as Bedrock is unminable, minus certain mods, bedrock slabs can be made with:
    :cobblestone: :Lava: :cobblestone: (Cobblestone | Lava Bucket | Cobblestone)

    Chested - The chested slab can be used for interesting decoration, or whatever. It's recipe is 3 chests (Will return 6 slabs), or:
    :|: :_: :|: (Stick | Wooden Slab | Stick)

    Vertical/Top slabs to not need to be made; Simply place a normal slab on a wall, and it instantly becomes attached to the wall.

    Installation
    Installation is like any other mod. If you don't know it by now, it is in the readme.

    This mod uses a property file, allowing easy changing of the BlockIDs. This must be placed in the .minecraft folder, not minecraft.jar.

    Info/Bugs
    Bedrock slabs are not indestructible like normal bedrock. So, be careful with that.
    Slow Sand slabs only slow when in them; i.e. Running on top of a vertical slab will not decrease your speed, while running along side the empty area will.


    Stronger Wolves
    Mostly made for me, since wolves are just way too weak I think. Doubles their health when tamed, normal otherwise.
    Requires: Nothing
    Download: Link Removed
    ExtendedWolves Compatipility: Link Removed
    1.4_01: http://dl.dropbox.com/u/19188819/Strong ... 20fd.class
    Rename to fx.class, add in jar.
    Posted in: Minecraft Mods
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    posted a message on [1.5_01] Colored Wood! Lava Lamps! Modloader Compatable!
    -I want to use the actual dye blocks, but when I go to edit this code:

    Replace 'Item.reed' with 'new ItemStack(Item.dyePowder, 1, i)', where i is the damage for the dye color. You can check RecipesDyes for the list, or the wiki of course.
    Posted in: Minecraft Mods
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    posted a message on [Creating Mods] Modding tutorials [21/5/11]
    Quote from smith_61 »
    Don't return blockType just return false. Also return false on renderAsNormalBlock or a method that looks like that.
    Done that before, and once again now. Same thing.
    Posted in: Tutorials
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    posted a message on [Creating Mods] Modding tutorials [21/5/11]
    I'll try this in here. Different people read, yeah?
    Quote from Valas »
    I'm working with halfblocks, and they are coming out with no lighting on top. See pictures:

    http://i.imgur.com/GOB8n.png
    http://i.imgur.com/ZUmyD.png

    I've copied over the entire BlockStep code, and it presents the same problem. Although oddly, if I change the bounding box to something smaller it works fine sometimes.[/code]

    I've tried many combinations of values for pretty much everything. Current Code:
    [code]package net.minecraft.src; import java.util.Random; public class BlockStep_Lava extends Block { public static int lavaStep_side = ModLoader.addOverride("/terrain.png", "/morehalfsteps/lavaStep_side.png"); public static int lavaStep_top = ModLoader.addOverride("/terrain.png", "/morehalfsteps/lavaStep_top.png"); public BlockStep_Lava(int i, boolean flag) { super(i, lavaStep_side, Material.rock); blockType = flag; if(!flag) { setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 0.5F, 1.0F); } setLightOpacity(255); } public int getBlockTextureFromSide(int i) { return i > 1 ? lavaStep_side : lavaStep_top; } public boolean isOpaqueCube() { return blockType; } public void onNeighborBlockChange(World world, int i, int j, int k, int l) { if(this != mod_HalfStep.step_Lava) { return; } else { return; } } public void onBlockAdded(World world, int i, int j, int k) { if (this != mod_HalfStep.step_Lava) { super.onBlockAdded(world, i, j, k); } int l = world.getBlockId(i, j-1, k); if (l == mod_HalfStep.step_Lava.blockID) { world.setBlockWithNotify(i, j, k, 0); world.setBlockWithNotify(i, j-1, k, Block.sand.blockID); } } public int idDropped(int i, Random random) { return mod_HalfStep.step_Lava.blockID; } public boolean renderAsNormalBlock() { return blockType; } public boolean shouldSideBeRendered(IBlockAccess iblockaccess, int i, int j, int k, int l) { if(this != mod_HalfStep.step_Lava) { super.shouldSideBeRendered(iblockaccess, i, j, k, l); } if (l == 1) { return true; } if (!super.shouldSideBeRendered(iblockaccess, i, j, k, l)) { return false; } if (l == 0) { return true; } else { return iblockaccess.getBlockId(i, j, k) != blockID; } } private boolean blockType; }[/code]
    Posted in: Tutorials
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    posted a message on [Creating Mods] Modding tutorials [21/5/11]
    Quote from scokeev9 »
    Hey guys, I'm working on a mod using MCP (not currently using ModLoader, it is installed on the .jar that I decompiled, but not using it's functions right now), that will make torches' light flicker, like real torches. It is supposed to constantly make the torch go from light level 12, to 14, and back to 12, and repeat infinitely, but it's not working right now. Here is the code that I'm using inside of "BlockTorch": (I'm using Beta 1.2_02 currently)
    public class BlockTorch extends Block
    {
    
    javax.swing.Timer t = new javax.swing.Timer(150, new ActionListener() {
        public void actionPerformed(ActionEvent e) {
           if(lightValue[50] >= 13) {
              lightValue[50] = 12;
           } else {
              lightValue[50] = 14;
           }
        }
    });
    
        public void start() {t.start();}

    This is the only code that I've added, and no other coding has been modified, and when recompiling, I do not get any errors, but when I test it, it doesn't do anything.

    Wouldn't that not work? It would set it to twelve, and then not evaulate any more, right? Maybe, IDK. Maybe
    if(lightValue[50] == 14)
      { lightValue[50] = 12;
      }  else if(lightValue[50] == 12)
      {  lightValue[50] = 14;
      }


    Maybe I'm looking wrong. I don't look at torches, so.
    Posted in: Tutorials
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